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回复:伊本·白图泰更新

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省流:下周将公布有关一些文化的改动,敬请期待。
原文:That’s all for now, but we hope you will enjoy these visual improvements to the game. Come back next week for an early look at some of the changes we are making to cultures. We think they’ll offer some exciting new opportunities!


IP属地:广东24楼2022-07-08 13:54
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    省流:
    ①伊本·白图泰Beta已在Steam上可用(仅限Windows),玩家可提前试玩,体验部分改动内容(但并非最终版本);
    ②此次个人翻译仅针对更新内容公告,不包括开发者分享(有效信息较少);
    ③个人能力有限,部分翻译不一定准确,一切改动以游戏内实装效果为准。


    IP属地:广东26楼2022-07-13 12:20
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      Beta安装方法如下:



      IP属地:广东27楼2022-07-13 12:28
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        翻译:
        影响力平衡:
        你们大概知道,有很多玩家都提到过游戏中快速增加的影响力花费。说实话,有些花费在中后期游戏确实增加得有点失控了。因此我们正对以下因素进行调整:
        ①市政:减少已颁布市政对(后续颁布市政)花费的影响
        ②附属前哨站:减少已附属领地对(后续附属花费)的影响(-40%)
        ③兼并城市:减少基础设施买断花费(对附属城市花费)的影响(-50%)
        (若难以理解上述复杂的描述,也可简单理解为此三项行动的影响力花费都将减少)
        附庸:
        如果名望高于对手,战后强迫附庸将会更加便宜(指战争分数)。大约每200名望可提供10战争分数花费的减免。
        军国主义者本性:
        尽管在一位经验丰富的玩家的操作下,军国主义者本性能力强的离谱,我们还是发现大多数更休闲的玩家觉得它弱的离谱而且几乎从来不使用它。因此,我们正对它进行微调,以使休闲玩家更好地使用它,同时修复一些bug和计划之外的用途。
        ①工业时代和现代的(每个)民兵单位需要2城市人口生成(不影响攻城战中的民兵)
        ②民兵单位现可升级为抗骑兵职业单位(从长枪兵到现代的步兵)
        ③民兵单位不再可以任意治疗(此句翻译不一定准确,因本人几乎不用军国主义者,不了解非围城战的民兵单位机制)
        ④修复了升级和解散单位时会增加人口的问题
        ⑤调整军国主义者本性能力的冷却时间,以匹配游戏速度和军队规模
        原文:
        Influence Balancing:
        You probably know how many players bring up the rapidly growing influence costs for various actions in the game. To be honest, some of those costs did spiral a bit out of control in the mid to late game. So we are adjusting some factors to the following:
        ①Civics: Reduced the cost impact of Number of Enacted Civics
        ②Attaching Outposts: Reduced the impact of already attached territories by 40%
        ③Merging Cities: Reduced the impact of Infrastructure Buyout Cost by over 50%
        Vassalization:
        Forcefully Vassalizing an opponent after a war will now be cheaper if you have more Fame than them. Roughly every 200 Fame should provide a 10 point reduction in War Score Cost.
        Militarist Affinity:
        While the Iron Reserves ability is incredibly powerful when exploited by an experienced player, we found that most more casual players find it extremely weak and almost never use it. So, we are making some tweaks to it to make it feel better to use for casual players, while fixing some bugs and unintended uses:
        ①Militia units in Eras 5 and 6 now cost 2 pop each to raise (sieges unaffected)
        ②Militia units can be upgraded into professional units in the Anti Cavalry branch (starting from Spearmen up to Rifles in the 6th era)
        ③Militia units are no longer free to heal
        ④Fixed an exploit that created population when upgrading and disbanding units
        ⑤Adjusted Ability Cooldown to scale with gamespeed and army size


        IP属地:广东29楼2022-07-13 13:01
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          翻译:
          [远古时代]
          腓尼基人:
          传承加成:不再提供科技研究花费的减免;改为为航海单位提供+1攻击力和+1移动力
          象征性单位:改为海洋运输单位。13攻击力,2移动力(新的传承加成下,实际为14攻击力和3移动力)
          象征性区域:+1农民工作格位(因为金钱在远古时代并不重要)
          赫梯人:
          传承加成:不再提供研究花费减免(存疑,现版本赫梯人传承加成似乎并无相关内容);每占领一座城市,则为自有城市提供+20食物/工业/金钱/科技(此效果随战争结束而消失)
          象征性区域:+3金钱,并对领土内友方单位提供+20生命恢复
          原文:
          [ERA 1]
          Phoenicians:
          Phoenician LT loses early naval tech cost reductions, gains +1 CS and +1 Movement Speed on naval units
          EU becomes Naval Transport, unlocked with Fishing. 13CS, 2 Movement Speed (14CS and 3 Move Speed with LT)
          Phoenicians gain access to Pentekonter
          EQ gains a +1 Food worker slot (as money is not that powerful in the Ancient Era)
          Hittites:
          LT: tech cost reduction to wheel replaced with "+20 to FIMS per Occupied City on each of their Own Cities" (Note: This effect ends with the war.)
          Emblematic Quarter provides +3 Money and +20 Health Regen to friendly units in territory


          IP属地:广东32楼2022-07-13 13:42
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            IP属地:广东33楼2022-07-13 13:48
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              翻译:
              [古典时代]
              罗马人:
              传承加成:不再提供军队维护费用减免和研究花费减免;改为提供50%单位经验获得加成(因为军队维护费用几乎不需要玩家操心)
              象征性单位:减少1战斗力(现为29战斗力)
              象征性区域:每相邻一个区域,提供+5影响力和+5安定度;计为议事区;建造完成时若城市处于“胜利”状态,则+50名望
              哥特人:
              传承加成:不再提供劫掠战斗力加成;改为每有一个军队单位,劫掠时提供25%收益加成,以科技值形式获得(现存在bug,实际提供50%收益加成)(此句翻译不一定准确)
              象征性区域:不再减少安定度;提供5%总体劫掠赏金加成;计为议事区

              游牧文化(匈人&蒙古人):
              不再通过战斗获取食物;改为能够收集平原和草原上生成的特殊“牧场”奇珍

              匈人:
              传承加成:敌对领土中的每个单位提供+5科技
              加拉曼特人:
              象征性区域:为所在领土的开发利用格位提供+1食物;每相邻一个贫瘠土地格位,提供+2食物;必须建造在贫瘠土地、石地和岩地旁
              原文:
              [ERA 2]
              Romans:
              EQ now permanently gives +5 Influence, +5 Stability for each adjacent district
              EQ now counts as Commons Quarter
              EQ gives +50 Fame if completed while city is Victorious
              LT –30% upkeep reduction replaced with +50% experience gain on unit (as army upkeep seems to rarely be a concern for players)
              LT lost -30% Research Cost for Imperial Power
              Praetorian Guard lose 1CS (now 29)
              Goths:
              LT: Removed Ransack Combat Strength Bonus (difficult to understand for players)
              LT: Added "+25% of Ransack Gains earned as Science per Army Unit" Currently bugged: Provides 50% bonus instead
              EQ Base Yields unchanged, but no Stability penalty
              EQ also increases overall ransack bounty by +5%
              EQ now counts as Commons Quarter
              Era 2+ nomads (Huns, Mongols):
              Lose food as combat spoils
              Now can collect special “Pasture” curiosities that spawn on plains and grasslands which give food
              Huns:
              LT: Added +5 science per Unit on hostile territory
              Garamantes:
              EQ now provides +1 food on exploitation on local territory
              EQ provides +2 food per adjacent sterile tile
              EQ now must be build next to Sterile, Stony Field, or Rocky Field


              IP属地:广东34楼2022-07-13 14:23
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                翻译:
                [中世纪]
                阿兹特克人:
                象征性区域:计为议事区;提供+10安定度(原为+5);(城市)献祭时提供双倍产出;每有一座正在献祭的城市,为所有单位提供+1战斗力
                蒙古人:
                传承加成:提供25%附庸(战争点数)花费减免
                原文:
                [ERA 3]
                Aztecs:
                EQ now counts as Commons Quater
                EQ now gives +10 Stability (was +5)
                EQ provides double yield while Sacrificing
                EQ provides +1CS to all units per sacrificing city
                Mongols:
                LT: Added -25% Vassalization cost reduction


                IP属地:广东38楼2022-07-15 11:14
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                  翻译:
                  [近代早期]
                  明朝:
                  传承加成:不再为每个领土提供+1影响力;改为每项已颁布市政提供+10影响力
                  象征性区域:不再提供安定度;计为议事区;每个区域提供+1影响力的效果限制于所处领土的区域总和(而非城市全部领土的区域总和)
                  波兰人:
                  象征性区域:计为议事区
                  威尼斯人:
                  传承加成:每条贸易路线提供+1影响力
                  象征性区域:提供+2金钱(原为+1);每相邻一个区域,提供+2影响力(原为每相邻一个市场区,提供+1影响力)
                  西班牙人:
                  象征性区域:提供+5安定度(原为-5安定度);计为议事区
                  原文:
                  [ERA 4]
                  Ming:
                  LT: Replaced "+1 Influence on Territory" with "+10 Influence per enacted Civic"
                  EQ: No longer provides Stability, but counts as Commons Quarter instead
                  EQ: restricted +1 Influence on District effect to local territory
                  Poles:
                  EQ now counts as Commons Quarter
                  Venetians:
                  LT: Added +1 Influence per trade route to existing effect
                  EQ: +2 Money base yield (was +1)
                  EQ: +2 Influence per adjacent District (was +1 per market before)
                  Spain:
                  EQ now gives +5 stability (was -10)
                  EQ now counts as Commons Quarter


                  IP属地:广东39楼2022-07-15 11:23
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                    翻译:
                    [工业时代]
                    埃塞俄比亚人:
                    传承加成:为要塞提供+10科技(原为+5);领土内敌方单位的战斗力以科技值形式获得
                    象征性区域:计为议事区;现已被正确计为要塞
                    祖鲁人:
                    象征性区域:计为农民区;如同村庄一样,实现建设锚点的效果;为新单位提供+25经验值(原为+10经验值)
                    法国人:
                    象征性区域:不再提供“集体思想”相关效果;每条贸易线路提供+2科技值
                    俄罗斯人:
                    传承加成:(完全重做)提供25%创建前哨站花费减免;为定居点提供+10城市防御力
                    原文:
                    [ERA 5]
                    Ethiopia:
                    Legacy Trait Effect boosted to +10 Science on Garrisons (was +5)
                    Legacy Trait gains "CS of hostile units within borders gained as Science"
                    EQ now counts as Commons Quarter
                    EQ now properly counts as Garrison
                    Zulu:
                    EQ now counts as Farmers Quarter
                    EQ now serves as construction anchor like Hamlet
                    EQ now gives +25XP on new units (was +10)
                    French:
                    EQ loses "Collective Minds" effect
                    EQ gains +2 Science per trade route
                    Russians:
                    LT loses old effects
                    LT gains "-25% outpost creation cost"
                    LT gains +10 Fortification on settlements


                    IP属地:广东40楼2022-07-15 11:34
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                      翻译:
                      [现代]
                      苏联人:
                      (疑似指武器)资源仅为补给充足的单位提供战斗力加成
                      美国人:
                      象征性区域:不再为相邻单位提供战斗力加成;不再减少安定度;提供与要塞的金钱协同(疑似指与要塞相邻会提供金钱);计为市场区;计为议事区?(原文有此问号);提供+3轰炸战斗力(是的,全球适用)
                      日本人:
                      象征性区域:不再提供与制造区和科研区的直接协同效果(通过“计为”字样,由基础设施提供)(此句翻译不一定准确);每个科研/制造区提供+2科技/工业值的效果限制于所处领土的科研/制造区总和(而非城市全部领土的科研/制造区总和)
                      土耳其人:
                      传承加成:每人口提供+3食物(原为+1)
                      巴西人:
                      象征性区域:每相邻一个农民区,提供+3科技值;提供+1研究者工作格位;计为科研区
                      原文:
                      [ERA 6]
                      USSR:
                      Resource now only applies CS bonus if unit is Supplied
                      Americans:
                      EQ loses "strength on adjacent units"
                      EQ no longer reduces Stability
                      EQ gains gold synergy with Garrisons
                      EQ counts as Market Quarter
                      EQ counts as Commons Quarter?
                      EQ gives +3 Bombardment Strength (Yes, this is global.)
                      Japan:
                      EQ loses explicit synergy effect with Makers and Research quarters (provided by infrastructures through "counts as")
                      EQ: Restricted +2 Science and +2 Industry effects to local territory
                      Turks:
                      LT buffed to +3 Food per pop (was +1)
                      Brazil:
                      EQ: gains "+3 Science per adjacent Farmers Quarter"
                      EQ: gains +1 Researcher slot
                      EQ now counts as research quarter


                      IP属地:广东41楼2022-07-15 11:47
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                        翻译:
                        宗教区域与信条:
                        我们为宗教区域提供了直观的“计为(宗教区域)”表达。现在,宗教区域列表包括全部圣地(“常规”圣地和文化奇观,但这可能还没有显示),以及下列(文化的)象征性区域:
                        阿兹特克人;玛雅人;江户日本人;西班牙人;俄罗斯人;倭玛亚人;孔雀王朝人;凯尔特人;哥特人;阿克苏姆人;条顿人;奥斯曼人;纳斯卡人
                        (是的,我们知道这份列表并不完整。请指出任何遗失区域,如此我们便可在后续发布的版本中将它们收录)
                        原文:
                        Religious Districts and Tenets:
                        We've added an explicit line in the "counts as" section for religious districts. Currently, the list of Religious Districts includes all Holy Sites ("normal" and cultural wonders, but this may not be displayed yet), and the the following Emblematic Quarters:
                        Aztec;Maya;Edo Japanese;Spanish;Russian;Umayyads;Maurya;Celts;Goths;Aksumites;Teutons;Ottomans;Nazca
                        (Yes, we know the list isn't complete. Feel free to point out any missing ones so we can include them in the post release patch.)


                        IP属地:广东42楼2022-07-15 11:56
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                          省流:几乎所有信条都新增了额外效果,即宗教区域提供+2该信条对应的产出类别(可通过信条图标判断产出类别)。例如,上善如水除了为河流格位提供安定度外,还将为宗教区域提供+2安定度;消除懒惰除了为市中心提供生产力外,还将为宗教区域提供+2生产力,以此类推,下不赘述。
                          原文:
                          In addition to that, we have added an additional effects to the following Tenets:
                          Tier 1:
                          Respect the seas’ bounties : +2 Food on Religious District
                          Abstain from Intoxicants: +2 Industry on Religious District
                          Seek Wisdom: +2 Science on Religious District
                          Shelter the True Oracles: +2 Influence on Religious District
                          Be virtuous as Water: +2 Stability on Religious District
                          Reject Luxury: +2 Money on Religious District
                          Tier 2 :
                          Undertake Pilgrimage: +2 Influence on Religious District
                          Bear not False Witness: +2 Science on Religious District
                          Give Alms: +2 Money on Religious District
                          Observe Fasts : +2 Food on Religious District
                          Protect the Weak: +2 Stability on Religious District
                          Tier 3 :
                          Develop the Intellect: +2 Science on Religious District
                          Purge Idleness: +2 Industry on Religious District
                          Mandate Patronage: +2 Money on Religious District
                          Proselytize Daily: +2 Influence on Religious District
                          Tier 4 :
                          Raise Monuments: +2 Science on Religious District
                          Donate Generously: +2 Money on Religious District
                          Sustain the Faithful: +2 Stability on Religious District


                          IP属地:广东43楼2022-07-15 12:03
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